Re: OT: Digital Fusion v Shake

Date : Tue, 31 Jan 2006 13:07:52 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: OT: Digital Fusion v Shake
This is another email for Sylvain,

I´ll log a feature request later today (e.g. probably tommorow)
at Alias, to revisit the *.rla/rpf support for Maya (G-Buffers, all that...)
as well as incorporate ways of importing/exporting Cameras with
the Combustion/Flame/Inferno line of it´s mothercompany Autodesk.

It is expectable that there will be a tighter interchangeability between
3DS Max based products, the compositing range of products, Maya
and Motionbuilder anyway...

I´ll also ask them to have a look at supporting XSI more, either by
further expanding the capabilities of the *.fbx format or *.dotXSI.

It guess it would be an advantage to their entire range of products
(Autodesk´s) if people could throw layers/passes or even scenes
and objects from XSI at Maya/Max/Compositing, with access to
custom framebuffers, materialchannels, blind data.

The same applies to interchanging animation data from Cameras
backrounds, tracking, characteranimation.

I´ll also put a bit of pressure on them by linking to Andy Nicholas:
http://www.andynicholas.com/article.php?subject=0&n=13

I can imagine a link between Max/Maya and Combustion/Flame/+
would be just as desireable as a link between XSI an Digital Fusion/FXTree.

Cheers

tim

P.S: This is not meant to start a flame war, it´s about integration and
broadening up range of tools to pick from when building a pipeline.
Which should be open and extendable instead of locked to one vendor.
IMHO.


----- Original Message ----- From: "kim aldis" <kim(at)cg-soup.com>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, January 31, 2006 11:13 AM
Subject: RE: OT: Digital Fusion v Shake



DS. Now there's a hugely underestimated application.

-----Original Message-----
From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of Raffaele Fragapane
Sent: 31-January-2006 06:37
To: XSI(at)Softimage.COM
Subject: Re: OT: Digital Fusion v Shake

the nodes grouping thing you talk about is also present, and
better implemented then in USAnimation, in AVID|DS (although
it was born with a different purpose)

in DS you can group nodes and actually even render them as a
cache, so that if you modify the tree before that branch it
will read the images cache instead of re-rendering the whole branch.

it's also possible in Houdini's halo I believe (without the
caching), where you can group nodes into one and create a
CHOP to wrap them it with an interface that only exposes the
input and output channels you want to use

it's not particularly new, and it's such an intuitive and
logical way to work that I'm still surprised this kind of
feature isn't a standard in every nodal comp app by now.

 ******************************
|     Raffaele Fragapane       |
|     Rising Sun Pictures      |
| "Remember, TD is for TopDog" |
 ******************************



Greg Smith wrote:

> I agree on basic nodes, if you can replicate the functionality of a
> big node with that of a simple nodes, you have that
flexible level of
> abstraction. I have to say though, after getting more exposure to
> compositing in general, one of the most interesting
concepts in tree
> organization came from the most unlikely of places. When I
worked for
> Disney, we used USAnimation for compositing, a sub-par
compositor for
> sure, but the way it orginized its networks was cool. It worked in
> multiple levels of networks where in your root tree, a
subtree would
> be represented as a single node, as you clicked in that
node, it would
> open up that subtree. Reminds me of how windows explorer works.
> Granted it doesn't give you the ghestalt of having every
component on
> one layer, but if a simple and clean flow is really important. That
> feature seems pretty nifty!
>
> Just thought I add my nonsensical ADD banter :-p
>
> Greg

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